War-wolves of Londinium - Prudence

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Prue returns to the Guild on the 6th Vintage 816wk with 61,250 Experience, has earnt
179tg
17gs
1sp
1cg
after Guild Taxes.
She has earnt these Spots:

5 5 6 6 7 8 8 8 8 8 9 9

Prior to adventuring, she had 35 days available for Ranking, being 2nd of Fruit to 7th of Harvest 816wk. She spent 126 days away from the Guild.

She may
advance any Talent eighteen Ranks.
advance her Rank in Horsemanship 1 Rank at only 90% of the cost and no time.
advance her Rank in Albionese as if she had been immersed in it for 3 weeks.
advance her Rank in Thari as if she had been immersed in it for 1 week.


Consumables

Grenadoes

Herbs

Herbal Draughts

Remnants

Potions

Lozenges of Healing x 3

This lozenge weighs 1 oz, dissolves in the mouth and heals 10 damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 A Certain Shore Magical Healing 1,200sp px50 Jim Arona 021 076 9376


Amulets

Gems

Miscellaneous

Weapons

Trident of Fish Command

The haft of this trident is made from hardened pink coral, which narrows to a thinner, bronze shaft. The two outer blades curve sabre-like on either side of a somewhat recessed middle tine. The base Strike Chance is 53%, the base Damage is 1 rollup D10 + 4. It may be advanced beyond the normal maximum of 5, the Experience cost being 3,000 for Ranks 6, 7 and 8. These enhanced Ranks do not contribute to Warrior's ranking requirement, nor do these Ranks count with respect to weapon familiarity. It inflicts A and B Class injuries.
Otherwise, the trident:

  • halves the FT cost to cast Control Aquatic Life
  • allows the wielder to double the number of aquatic creatures they can control
  • allows the wielder to change the duration of the Control Aquatic Life spell to 10 minutes per Rank in this trident
  • halves the time it takes for Summoned Aquatic Creatures to arrive
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Lemuria Formerly living Water 13,450sp px50 Jim Arona 021 076 9376

Net of Bound Sea

This pool of seawater weighs 2 lbs, occupies a volume of 1 1/2 pints and may be carried in a flask. While it is Bound, it may be poured onto the binder's body, whereupon it will spread over them, forming delicate, translucent links, settling over a shoulder down to their forearm after 3 Pass Actions. Hints of the sea may be observed in the links from time to time.
The net is treated as a shield, providing 4 points of Defence for each Rank (Rank 0 included). There is no MD penalty.
The net has a base Strike Chance of 43% and further enhanced by the wielder's Rank in Binding Water, but it's properties differ depending on the immersion of the target;

Immersed
the net inflicts 1 rollup D10 relentless constriction damage, meaning that whatever is rolled, the damage can never be less than the previous amount. If the previous damage rolled was 8, and a 1 is rolled, then the damage is 8. If the net inflicts 40 damage the Binding is broken and will dissociate into the water around it. If a Strike is successful, no subsequent check is needed. The net does not inflict Specific Grievous Injuries, although damage directly to EN may be applied. Subsequent damage, however, is then applied to FT, EN when FT is exhausted.
Above water
the net does not inflict damage, but any successful strike forces the target to make a 2 x AG check to keep their footing. If they do not succeed, they must spend 2 Pass Actions to exit the hex. The DM is encouraged to modify this by any circumstantial conditions they see fit.

The net will attempt to return to it's Binder at their mental summons, moving at a TMR of 4, unless it has been disassociated. It may be distinguished from the surrounding water by successful use of the Dowsing Talent if it has been dissociated, however.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Tanuel Magical Water 15,750sp px50 Jim Arona 021 076 9376

Armour

Robe of the Tides

These robes are made from some heavy, dark blue material and have a weight factor of 1. They will fit anyone of size 6 and allow the wearer to be in contact with the element of water, specifically the sea. However, there are no bonuses to magic.

  • They provide 4 Protection, 6 Spell Armour and 1 point of Damage Reduction vs all incoming magic. It will, therefore, ignore the first 5 points of FT damage from a blow or 7 damage from a spell, excluding damage from Necrosis, Putrid Wound, Disruption or similar magic. Once per season or adventure, whichever is least, the wearer may sacrifice EN to the robe which will increase its Damage Reduction by 1. This doubles each time so that to raise the Damage Reduction to 2 costs 1 EN, to raise it to 3 costs 4 EN, to raise it to 4 costs 8 EN and so on. This EN may be bought back in the usual way.
  • The wearer subtracts 10 from the die roll when Resisting magic, making it easier. If the wearer's Magic Resistance check versus a hostile spell can be modified to 01, then no part of the spell affects them or the hex in which they are standing. This would mean that they would not take any damage from Dragonflames, nor be affected in anyway by an Earth Tremor spell if they rolled low enough.
  • The duration of Waters of Vision becomes 1 minute
  • When they roll under their Dowsing Base Chance, the wearer can sense the presence of Water Elementals and Water Sprites raised from Binding Water within 10 feet (+10 feet per Rank in Dowsing), and target them when they are within 1 foot (+2 feet per Rank), so long as they have, in principle, direct line of sight.
  • The wearer is a legal target for the Mage Current spell.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Lemuria Magical Protection 11,400sp px50 Jim Arona 021 076 9376


Jewellery

Amulets

Enhanced Amulet of Jade

This green jade amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Mikado Affair Summer 816 Perfidious Albion None Stone Lore 8000 sp px50 Jim Arona 021 076 9376


Miscellaneous

Spell Rack

Shell of the Sea

This delicate shell is a cone 8 inches long and 4 inches across. It is a nacreous shade of gold and weighs 1 lb. It is a spell rack .
In addition, the Adept may store up to 12 FT in the shell on the final night of the full moon. They may use this FT to cast magic, but cannot be used to absorb damage.
It contains these incantations:

Ink

Name: Ink
Spell: Creating Fog
Target: Volume of Water
Effects: This incantation of Creating Fog creates 1000 cubic feet (+500 / Rank) of obscuring ink entirely within range. The ink must be continuous and all entities within the volume of effect have their Strike Chances reduced by 5% (+1 / Rank) due to limited visibility. Visibility is reduced to 1 hex. Water Breathing does not penetrate this obscurement.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Plague of Flying Fish

Name: Plague of Flying Fish
Spell: Rain Storm
Effects: This incantation of Rain Storm causes flying fish to erupt out of the sea and rain down over a hex (+ 10 ft diameter for every 5 full Ranks). It may not be cast any further from the sea than 20 feet (+20 feet per Rank). Anything in the area of effect must Resist or suffer 1 rollup D10 + Rank damage from biting fish, although Protection applies. Those that successfully Resist take no damage, but any entity that takes damage must Break 100 -> EN or suffer the effects of a magical venom which will inflict 1 point of AG damage every 10 minutes. The duration of the venom lasts for 10 minutes per even-numbered Rank, it is considered synthetic in nature, and its Rank is the same as the Rank of the spell.
There is no remedy to cure the AG loss, but a victim will recover 1 point of AG for every 3 days of rest.
Anyone in the area of effect will smell strongly of fish until they have a proper bath. Anyone attempting to track them by scent will have their base chance increased by 20.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Waters of Restoration

Name: Waters of Restoration
Spell: Waters of Healing
Effects: The spell creates out of drinkable water a potion which, when imbibed, subtracts 2 from Endurance and repairs 4 lost Fatigue. The amount subtracted from Endurance is increased by 1 and the amount of Fatigue repaired is increased by 2 per Rank. The fatigue so restored may have been lost through damage or tiredness, including spell casting. The potion will only restore lost Fatigue.
This spell can be prepared in two ways:

  1. The Adept can turn water into a restorative potion of the Rank of the spell that will last until the next dawn. The effects of drinking the potion may be resisted. The Endurance damage caused by this potion may be healed by normal means.
  2. A potion that, if dashed into an entity's face will give them the experience of an hour of peaceful rest and meditation observing the ebb and flow of the tides. This will happen in the blink of an eye. They will recover 4 points of FT lost from any source except FT reduction, and they are entitled to a new Resistance Check or Stat Roll to avoid any effect that influences their personality (i.e. Fear, Awe, Charm, Courtesan seduction, Compelling Obedience, Binding Will, Control Entity but not curses or Control Person). This potion will last until dawn. If 500sp worth of special salts and tinctures are added to the potion, it is permanent until used.

Cost: 3000 Experience.
Constraints: Unracks the spell, reduces FT value by 4.
This incantation is not teachable.

Fluidity

Name: Fluidity
Spell: Wave Control
Target: Self
Effects: This incantation of the Wave Control spell targets the Adept, allowing them to move their body extremely fluidly to avoid harm. In general, the Adept may subtract the Rank of this spell from the result of a Check to avoid harm by the use of Agility (for example, avoiding being Trampled by a large creature) or to add it to an attempt to Break 100 -> AG. Specifically, they may Break 100 -> AG + Rank to avoid an attack by bending their body out of the way, success indicating they have avoided all harm. This applies to physical attacks, and those magical attacks that are delivered as bolts, spears, javelins, darts, hammers or the like, and specifically includes the Lightning spell. Attacks that affect a volume (e.g. Fireball, Windstorm, etc), or targets entities directly (Putrid Wound, Control Person, etc) may not be avoided in this way. Neither may the ability be used against surprise attacks or ones that can't be seen.
This ability may be used no more than once a Pulse, and requires a Free Act.
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Plane of Origin Nature of Magic Value GM
War-Wolves Autumn 816 Lemuria Metamagic Quest px50 Jim Arona 021 076 9376
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 A Certain Shore None Witchcraft 1,600sp px50 Jim Arona 021 076 9376

Half Shell Accessory

This satchel is 10 cms deep, 30 cms wide 20 cms long. It has a pale leather strap that goes over the shoulder, and weighs 4 lbs. 20 lbs of gear which does not have an extra-dimensional foot print can be stored inside it and recovering anything from inside the satchel which is not a potion means a Break 100 -> 3 x MD must be made. Recovering potions requires a Free Act and no check is required, although only 1 potion may be stored inside it at Rank 0 (+ 1 at Rank 6, 11, 15, 18 and 20).
While it contains Bound Water, it may be wielded as a flail, with a base Strike Chance of 60% and base Damage of 1 rollup D10 + 4. The bearer's Rank in the Ritual of Binding Water is added to their PS and MD to a maximum of their modified MA. This will increase Damage and Strike Chance by manipulating the Bound Water's angular momentum, etc, so will stack with weapon Rank and weapon spells that are not elemental in nature. There is no chance of increased weapon breakage if PS does not exceed 50.

The base form of the accessory is the satchel, which has these additional properties
  • Clothing made from skeins of woven water and make up which will make the bearer appear as a simple, human traveler of either gender. This is considered a Disguise equal to the Rank of the Ritual of Binding Water
  • 2 cubic metres of Bound Water per Rank of the Ritual may be stored in the satchel, and the duration becomes indefinite until used. This Bound Water may be used as material from which watercraft may be built by casting Ship Strength, the kind of ship being determined by the weight of water Bound. In addition, water sprites will manifest who have the appearance of and serve as Artisan: Sailors. The bearer may manifest as many sprites as their Rank in the ritual, and their Skill level will be half this. In addition, at Rank 0, a ship's cat named Pyewacket may be manifested, at Rank 5, a ship's boy called Sprat who can climb the rigging like a monkey, at Rank 10, a jolly bosun called Matches with a peg leg and a corncob pipe, at Rank 15 a one-eyed cook of sour disposition called Gizzard and at Rank 20, a handsome first officer called Starbuck who knows the Navigator Skill at Rank 5. Once the Binding expires or the sprites are destroyed, they turn to foam and are lifted back to the sea by the wind.
The accessory may be turned into grey and white handbag in the shape of a large clam shell 20 cms wide and 15 centimetres high, which has these properties
  • Clothing made from skeins of woven water and make up which will make the bearer appear as a respectable woman of middle age but plainly dressed, of the kind that might be heard to say 'Lawks' a fair bit. This is considered a Disguise equal to the Rank of the Ritual of Binding Water
  • The hand bag may be used as the flail as described above
  • Once a month, resetting on the last day of the Full Moon, a steaming pot of tea may be drawn from the handbag, along with sufficient cups, saucers, plates, ham sandwiches and cake for half a dozen people and which will take quarter of an hour to consume, the plates and implements returning to water once the meal is complete. Those who have partaken may choose to succeed on a Check, instead of rolling percentile dice, where Willpower is the main stat used: Fear Checks, Magic Resistance or Stun Recovery, for example, but not Horsemanship. This effect lasts until used or the next dawn, whichever comes first.
  • If the required materials are left in the handbag over the three days of the Dark of the Moon, an Amulet may be made in all ways similar to the Making Amulets ability of the College of Witchcraft
The accessory may be turned into a delicate purse no larger than a noblewoman's hand, made from amber-chased mother of pearl, with a white opal clasp and a delicate gold wrist chain. It has these properties
  • Clothing made from skeins of woven water and make up which will make the bearer appear as an exotic and interesting woman from far away. She will seem to have a faint accent which is impossible to place, although it will sound cultured and, if it is desired, sultry. This is considered a Disguise equal to the Rank of the Ritual of Binding Water, and the bearer's PB is increased by 1 (+1 per 10 Ranks in the Ritual of Binding Water) to a maximum of 23
  • A number of memories may be stored in the purse equal to 1 (+1 / 10 Ranks). These memories may be up to 1 continuous minute or, say, a page of complicated writing, drawing or an image. The bearer may optionally have the memory removed from their mind so if questioned about it, may truthfully claim ignorance. The memory may be poured into a pool for others to see and hear.
  • A rainbow may be stored in the purse, which may be replaced once it is used. When the rainbow is released from the purse, the bearer and 1 entity per 3 or fraction Rank will travel along it to any unobstructed point in line of sight up to 25 feet (+ 25 / Rank of the Ritual of Binding Water) taking a Pulse. The destination must be a body of water or a solid surface. At Rank 20 they may instantaneously return to their point of origin at the end of the next Pulse should they so desire. This magic affects only willing targets and will not work anywhere that a rainbow could not conceivably manifest (underwater, in darkness, etc). Any barriers, wards etc that are passed over affect the targets as if crossed normally.
Water sprite sailors
PS: 10 (+1 / 4 Ranks) MD: 10 (+1 / 4 Ranks) AG: 10 (+1 / 4 Ranks) MA: 1 EN: 10 (+1 / 4 Ranks) FT: 10 (+1 / 4 Ranks)
WP: 10 (+1 / 4 Ranks) PC: 10 (+1 / 4 Ranks) PB: 8 TMR: 5 NA: None
Pyewacket
PS: 3 (+1 / 4 Ranks) MD: 16 (+1 / 4 Ranks) AG: 19 (+1 / 4 Ranks) MA: 1 EN: 3 (+1 / 4 Ranks) FT: 5 (+1 / 4 Ranks)
WP: 8 (+1 / 4 Ranks) PC: 10 (+1 / 4 Ranks) PB: 7 TMR: 9 NA: Fur absorbs 1 DP
Pyewacket's Stealth is 120% and increases at 3 per Rank of the Ritual
Sprat
PS: 7 (+1 / 4 Ranks) MD: 20 (+1 / 4 Ranks) AG: 20 (+1 / 4 Ranks) MA: 1 EN: 10 (+1 / 4 Ranks) FT: 10 (+1 / 4 Ranks)
WP: 10 (+1 / 4 Ranks) PC: 15 (+1 / 4 Ranks) PB: 13 TMR: 7/3 NA: None
Sprat's Climbing is 4 x MD + 6 per Rank of the Ritual. He has a TMR of 3 when climbing ropes, rigging, etc and can see 3 x further than normal.
Matches
PS: 18 (+1 / 4 Ranks) MD: 18 (+1 / 4 Ranks) AG: 15 (+1 / 4 Ranks) MA: 1 EN: 10 (+1 / 4 Ranks) FT: 10 (+1 / 4 Ranks)
WP: 10 (+1 / 4 Ranks) PC: 14 (+1 / 4 Ranks) PB: 9 TMR: 5 NA: None
Matches has Rank 4 with Tulwar and Crude Club (2 Ranks higher than normal)
Gizzard
PS: 10 (+1 / 4 Ranks) MD: 10 (+1 / 4 Ranks) AG: 10 (+1 / 4 Ranks) MA: 1 EN: 10 (+1 / 4 Ranks) FT: 10 (+1 / 4 Ranks)
WP: 18 (+1 / 4 Ranks) PC: 18 (+1 / 4 Ranks) PB: 8 TMR: 5 NA: None
Gizzard has Rank 8 in Artisan: Cook and Artisan: Swearing. If he rolls 80 or less on percentiles to someone adjacent to him, they can do nothing until they take a Pass Action to gasp.
Starbuck
PS: 17 (+1 / 4 Ranks) MD: 17 (+1 / 4 Ranks) AG: 17 (+1 / 4 Ranks) MA: 1 EN: 17 (+1 / 4 Ranks) FT: 17 (+1 / 4 Ranks)
WP: 17 (+1 / 4 Ranks) PC: 17 (+1 / 4 Ranks) PB: 17 TMR: 6 NA: Frock coat absorbs 4 DP
Starbuck knows Navigation at Rank 5, Bastard Sword at Rank 8 and is capable of mixing in polite company.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 The Green Formerly living Water Quest px50 Jim Arona 021 076 9376

Phials of Water of the Ages x 3

This robust phial weighs 1 lb. It takes 4 Prepare Actions to pour into a bowl, whereupon it is a legal target of the Waters of Vision spell. The Adept and anyone else peering into the bowl will see a significant event in the past according to this schedule:

Rank Period
< 6 Rank days
>5 & <11 Rank weeks
>10 & <15 Rank months
>14 & <19 Rank years
20 200 years
>20 Rank decades

The Adept can look for a kind of event within the time frame allowed by Rank. The DM assigns a difficulty target, which is a value from 101 for easy to 150 for very difficult. The Adept must Break 100 -> MA + PC + Rank in Waters of Vision, and if successful will see the vision of the type requested.
There is a fine balance to be maintained in the use of this ability, which reflects the Adept's sensitivity to the flows of creation. Investigations of this kind should be simple, clear, with an eye to the labours of the DM. Should a DM feel they have been inconsiderately treated, they are encouraged to honest duplicity.
Although the Waters may be collected up after being used, they lose their magical power until the next equinox or solstice.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Elemental Babylon Magical Ancience 7,000sp px50 Jim Arona 021 076 9376


Leaves

Allies

Lore

Copper Scroll: Plans for a House of Life

These plans show how to make a building containing resurrection chambers. All building must be completed within six months of the start as the scroll crumbles progressively, revealing the next step in construction until it is entirely reduced to dust.
Although those who are Death-aspected can build a resurrection chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.

Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:

  • The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).
  • Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.
  • Obviously, the resurrectee's itemry will be lost unless other means supervene.
  • In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.
  • The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.
For example
if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.

If this special resurrection is used, the House of Life and the chamber itself remains. However, until another 3 EN is sacrificed it is simply magical architecture.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Perfidious Albion Magical Resurrection Quest px50 Jim Arona 021 076 9376

Abilities

Prudence, the Bearer of Water

Prudence is a legal target for the Mage Current spell, and in this case, the spell has no concentration component. When she transforms into water, she may direct her movement on level ground at the usual rate. Traveling up an incline costs twice as much movement up as it costs across. So, if she were able to move at a rate of 10 miles per hour, and she was climbing at a rate of 1 mile up for every 3 miles across, her movement rate would be 6 miles an hour. Movement increases on downward slopes at the same sort of rate, but Agility checks may be required to stay in control at the DM's whim. Prudence is also a legal target for the Binding Water ritual:

Rank 0
When she transforms into water, 15 lbs (+2 lbs per Rank) of Prudence' gear transform with her, although it becomes in accessible for those abilities gained at Ranks 1 - 3 & Ranks 14 - 16
Ranks 1 - 3
She may assume the form of a spheroid 14 inches across with four watery tentacles. Each tentacle is 1 foot long + 2 inches per Rank, Attacks with the tentacles are only rated for Close until Rank rises to 12, and are resolved using Prue's Unarmed Combat skill. The base Damage is 1 rollup D10 and inflicts C Class injuries. Two tentacle attacks may be made in close (or melee when Ranked high enough) without penalty
Ranks 4 - 7
She may increase her transparency, making her more difficult to notice. She increases her Stealth by twice her Rank in this Ritual. She may attempt to make use of Stealth in plain sight, although in such cases, her Stealth from Skills and magic is halved. The bonus from the Enchantment ritual, however, is not. Witchsight, Wizardsight, Enhanced Vision or Second Sight will not detect her, although the True Seeing and Truth Rune magics may. Alert observers reduce Stealth by the highest PC, suspicious observers reduce it by 2 x the highest PC and observers actively searching reduce it by 3 x the highest PC. An attempt to sneak in plain sight will fail if she is being observed, although she may not realise this.
Ranks 8 - 10
She may assume a form where, from the waist down, she is a column of water. Floor length skirts will conceal this change if care is taken. In this form, she may increase her TMR by 1 (+1 for every 10 Ranks in the Mage Current spell), with restrictions noted above. In this form, she is immune to Specific Grievous Injuries that affect the hips, pelvis, legs or feet, although such injuries will disrupt the column, knocking her prone and ending the Binding.
Ranks 11 - 13
She may manifest her hand up to Rank yards away in or out of water. The range counts from Prue's location to where she wishes her hand to manifest. She cannot manifest her hand from, say, a cup of water, they both must share the same water.
Ranks 14 - 16
She may become a hyperfluid for no more than 12 Pulses, costing 3 FT. This is best attempted from behind or surprise because most people tend to back away when stalked by sinister pools of watery death. She must make contact in her "human" form,, requiring a Strike Check, whereupon she may transform into the hyperfluid, requiring a Free Act. In this form, she will flow over the surfaces of a creature no greater than 1 hex as animate rivulets, slip into their airways, coat their lungs and quietly drown them in air. This is considered a Garotte attack and Ranks in that weapon apply. Base damage is 1 rollup D10 + 3. The Protection value of armour does not apply and neither does most Damage Reduction, although Water Breathing protects against it. In this form, however, Prue's Resistance against magic that harms by heat, cold, fire or ice is halved, and in any case inflicts double damage. The form may be ended with a Free Act.
Ranks 17 - 19
Prudence must be in her "human" form and concentrate on an entity (Magical Pass Action) relaxing control of her form as part of the process. If the entity fails to Resist versus the General Knowledge magic of the College of Water, she will assume the form of the person they expect to see over . This will take a Pulse and cost 3 FT. Maintaining the disguise will cost 1 FT every 10 minutes. She may assume the form of anyone up to 50% larger than her, and variations of race and gender are allowed so long as the form is generally human-like.
Rank 20
Prudence' body becomes a Love Philtre. Any physical contact where fluids are exchanged will force the entity(ies) to Resist versus General Knowledge magic of the College of Water or fall in love with her for a period of 7 days.
Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 Perfidious Albion Quest px50 Jim Arona 021 076 9376

Maelstrom Path

Range: Rank2 x 10 miles (min 10 miles)
Duration: 10 mins x Rank (min 10 mins)
Experience Multiple: 450
Base Chance: 1% + Rank in Dowsing
Resist: None
Storage: Potion
Target: Area
Effects: This spell allows the Adept to travel through open water or waterways to a destination within range that they can see or that they know and have recorded. When the spell is cast, a maelstrom appears in front of them, twisting off in the direction of their destination, fading after about 30 feet or so. All of the maelstrom path must travel continuously through water and will always terminate at the bottom, be it the sea floor, river or lake bed.
The maelstrom is one hex wide. The Adept can increase this by spending three FT per additional hex. In general, a multi-hex creature will need a gate as wide as the number of hexes they occupy, although the DM can rule otherwise. Entering the maelstrom strips all travellers of FT.
The maelstrom collapses after Rank number of entities enter it or the Adept does, whichever comes first. The Adept can dismiss the gate at any time. Travellers exit in the order they entered. There must be space for them to do so, otherwise they and all subsequent travellers will be instantly returned to their point of origin.
For ease of calculation, the distance is covered at a rate of 60 miles per hour x Rank (Rank miles per minute). However, although the travel takes time, the distance is not actually traversed. Nevertheless, the maelstrom's path must be unimpeded, it cannot pass through barriers which are barred, closed, etc. Nor may it intersect or become adjacent to any ferrous metal.
This spell is not affected by the presence or absence of the Astral, the Ethereal, the demi-plane of Shadow, etc.
Destinations that are known and recorded need not be seen by the Adept, although they must be in range. However, it takes an hour to memorise a location and costs 1,000 Experience
This spell is not teachable.

Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 Perfidious Albion Quest px50 Jim Arona 021 076 9376

Predict Weather (T-1)

Base Chance: MA + 5 x Rank
Range: 25 feet (+25 feet per Rank)
Effects: Prudence has a chance equal to the Base Chance of noticing that a spell with a weather effect is being Prepared within range. This applies to spells like Lightning, Rainstorm, Windwhistle, Whirlwind Vortex, Freezing Wing, Snowball, Wintergarden, Waterspout, etc. If the Check falls within the range of a double effect, she knows which spell is being Prepared, if a triple effect, she knows the Rank as well.

Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 Perfidious Albion Quest px50 Jim Arona 021 076 9376

Dowsing (T-2)

Base Chance: 2 * MA + 4% / Rank
Effects:In addition to it's normal properties, by means of this talent, Prudence may read water as if she were using the Detect Aura Talent, so learns the answer to one question of her choice about the target. The answer to a Dowsing question will consist of a single concept or "bit" of information. If the information sought is not intrinsic to the water, she will receive no answer. It is not possible to determine the Individual True Name of an entity. If the Prudence achieves a double or triple effect, she may ask the GM two or three questions respectively. The process of dowsing water and asking a question entails concentration on Prudence part and requires a magical Pass action. Re-reading water previously dowsed may be combined with other actions, as for other talents.
Only one attempt at dowsing may be made per body of water. An individual body of water will change over time, however, and a fresh attempt may be made when the aura has changed sufficiently to class it as a "new". If a body of water has been successfully read, the same information will be available without a new Cast Check being made, until such time that the body of water changes sufficiently to be considered a "new".
A direct line of sight is reauired for a body of water to be dowsed. It is not possible to dowse through a mirror, crystal ball, Wizard's Eye, or by any other indirect means.

Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 Perfidious Albion Quest px50 Jim Arona 021 076 9376